319 lines
11 KiB
C++
319 lines
11 KiB
C++
// enemy.cpp - Implementación de enemigos (ORNIs)
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// © 2026 JailDesigner
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#include "game/entities/enemy.hpp"
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#include <algorithm>
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#include <cmath>
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#include <cstdlib>
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#include <iostream>
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#include "core/defaults.hpp"
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#include "core/entities/entity.hpp"
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#include "core/graphics/shape_loader.hpp"
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#include "core/rendering/shape_renderer.hpp"
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#include "core/types.hpp"
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#include "game/constants.hpp"
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#include "game/entities/enemy_config.hpp"
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#include "game/entities/enemy_registry.hpp"
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namespace {
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// Velocidad inicial vectorial a partir de un ángulo (rad).
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// angle=0 apunta hacia arriba (eje Y negativo SDL), como el resto del juego.
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auto angleToDirection(float angle) -> Vec2 {
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return Vec2{
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.x = std::cos(angle - (Constants::PI / 2.0F)),
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.y = std::sin(angle - (Constants::PI / 2.0F)),
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};
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}
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// Random float [0..1).
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auto randFloat01() -> float {
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return static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX);
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}
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// Random float [min..max).
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auto randRange(float min, float max) -> float {
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return min + (randFloat01() * (max - min));
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}
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} // namespace
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Enemy::Enemy(Rendering::Renderer* renderer)
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: Entity(renderer) {
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brightness_ = Defaults::Brightness::ENEMIC;
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// Body queda amb defaults inocus (radius=0 = no col·lisiona) fins
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// que init() apliqui la configuració del tipus carregada via Registry.
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body_.radius = 0.0F;
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}
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void Enemy::init(EnemyType type, const Vec2* ship_pos) {
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type_ = type;
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config_ = &EnemyRegistry::get(type);
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const EnemyConfig& cfg = *config_;
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ai_state_ = EnemyAiState{};
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ai_state_.tracking_strength = cfg.ai.movement.tracking_strength;
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shape_ = Graphics::ShapeLoader::load(cfg.shape.path);
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if (!shape_ || !shape_->isValid()) {
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std::cerr << "[Enemy] Error: no se ha podido cargar " << cfg.shape.path << '\n';
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}
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// Radi de col·lisió derivat del cercle circumscrit de la shape.
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const float BOUNDING = (shape_ != nullptr) ? shape_->getBoundingRadius() : 0.0F;
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collision_radius_ = BOUNDING * cfg.shape.scale * cfg.shape.collision_factor;
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body_.setMass(cfg.physics.mass);
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body_.radius = collision_radius_;
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body_.restitution = cfg.physics.restitution;
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body_.linear_damping = cfg.physics.linear_damping;
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body_.angular_damping = cfg.physics.angular_damping;
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// Posició aleatòria amb comprovació de safety_distance.
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float min_x;
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float max_x;
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float min_y;
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float max_y;
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Constants::getSafePlayAreaBounds(collision_radius_, min_x, max_x, min_y, max_y);
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if (ship_pos != nullptr) {
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bool found_safe_position = false;
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for (int attempt = 0; attempt < Defaults::Enemies::Spawn::MAX_SPAWN_ATTEMPTS; attempt++) {
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float candidate_x;
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float candidate_y;
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if (attemptSafeSpawn(*ship_pos, collision_radius_, cfg.spawn.safety_distance, candidate_x, candidate_y)) {
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center_.x = candidate_x;
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center_.y = candidate_y;
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found_safe_position = true;
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break;
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}
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}
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if (!found_safe_position) {
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const int RANGE_X = static_cast<int>(max_x - min_x);
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const int RANGE_Y = static_cast<int>(max_y - min_y);
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center_.x = static_cast<float>((std::rand() % RANGE_X) + static_cast<int>(min_x));
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center_.y = static_cast<float>((std::rand() % RANGE_Y) + static_cast<int>(min_y));
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std::cout << "[Enemy] Advertencia: spawn sin zone segura tras "
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<< Defaults::Enemies::Spawn::MAX_SPAWN_ATTEMPTS << " intentos\n";
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}
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} else {
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const int RANGE_X = static_cast<int>(max_x - min_x);
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const int RANGE_Y = static_cast<int>(max_y - min_y);
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center_.x = static_cast<float>((std::rand() % RANGE_X) + static_cast<int>(min_x));
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center_.y = static_cast<float>((std::rand() % RANGE_Y) + static_cast<int>(min_y));
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}
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const float ANGLE_INICIAL = static_cast<float>(std::rand() % 360) * Constants::PI / 180.0F;
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setVelocityFromAngle(ANGLE_INICIAL, cfg.physics.speed);
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body_.position = center_;
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body_.angle = 0.0F;
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body_.angular_velocity = 0.0F;
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body_.clearAccumulators();
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// Rotació visual aleatòria dins del rang del tipus
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rotation_delta_ = randRange(cfg.physics.rotation_delta_min, cfg.physics.rotation_delta_max);
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rotation_ = 0.0F;
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animation_ = EnemyAnimation();
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animation_.rotation_delta_base = rotation_delta_;
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animation_.rotation_delta_target = rotation_delta_;
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animation_.rotation_delta_t = 1.0F;
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invulnerability_timer_ = cfg.spawn.invulnerability_duration;
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brightness_ = cfg.spawn.invulnerability_brightness_start;
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is_active_ = true;
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}
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void Enemy::update(float delta_time) {
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if (!is_active_) {
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return;
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}
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wound_expired_this_frame_ = false;
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if (wounded_timer_ > 0.0F) {
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wounded_timer_ -= delta_time;
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if (wounded_timer_ <= 0.0F) {
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wounded_timer_ = 0.0F;
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wound_expired_this_frame_ = true;
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}
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}
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if (invulnerability_timer_ > 0.0F) {
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invulnerability_timer_ -= delta_time;
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invulnerability_timer_ = std::max(invulnerability_timer_, 0.0F);
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const float T_INV = invulnerability_timer_ / config_->spawn.invulnerability_duration;
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const float T = 1.0F - T_INV;
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const float SMOOTH_T = T * T * (3.0F - (2.0F * T));
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const float START = config_->spawn.invulnerability_brightness_start;
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const float END = config_->spawn.invulnerability_brightness_end;
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brightness_ = START + ((END - START) * SMOOTH_T);
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}
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// El moviment es delega a Systems::EnemyAi::tick, invocat des de l'scene
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// ABANS d'aquest update (manté l'ordre: AI escriu velocity/rotation_delta,
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// després animation pot modular rotation_delta via rotation_accel).
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updateAnimation(delta_time);
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rotation_ += rotation_delta_ * delta_time;
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}
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void Enemy::postUpdate(float /*delta_time*/) {
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if (is_active_) {
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center_ = body_.position;
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}
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}
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void Enemy::draw() const {
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if (!is_active_ || !shape_) {
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return;
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}
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const float SCALE = config_->shape.scale * computeCurrentScale();
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SDL_Color color = config_->colors.normal;
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if (wounded_timer_ > 0.0F) {
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const float CYCLE = 1.0F / config_->wounded.blink_hz;
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const float T = std::fmod(wounded_timer_, CYCLE);
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if (T < (CYCLE / 2.0F)) {
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color = config_->colors.wounded;
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}
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}
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Rendering::renderShape(renderer_, shape_, center_, rotation_, SCALE, 1.0F, brightness_, color);
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}
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void Enemy::destroy() {
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is_active_ = false;
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body_.velocity = Vec2{};
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body_.angular_velocity = 0.0F;
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body_.radius = 0.0F;
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wounded_timer_ = 0.0F;
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wound_expired_this_frame_ = false;
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last_hit_by_ = 0xFF;
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}
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void Enemy::hurt(uint8_t shooter_id) {
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wounded_timer_ = config_->wounded.duration;
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last_hit_by_ = shooter_id;
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}
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void Enemy::applyImpulse(const Vec2& impulse) {
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body_.applyImpulse(impulse);
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}
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void Enemy::setVelocity(float speed) {
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const float CURRENT_SPEED = body_.velocity.length();
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if (CURRENT_SPEED > 0.0F) {
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body_.velocity = body_.velocity * (speed / CURRENT_SPEED);
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} else {
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const float A = static_cast<float>(std::rand() % 360) * Constants::PI / 180.0F;
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setVelocityFromAngle(A, speed);
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}
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}
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void Enemy::setVelocityFromAngle(float angle_movement, float speed) {
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body_.velocity = angleToDirection(angle_movement) * speed;
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}
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void Enemy::updateAnimation(float delta_time) {
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updatePulse(delta_time);
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updateRotationAcceleration(delta_time);
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}
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void Enemy::updatePulse(float delta_time) {
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const auto& cfg = config_->animation.pulse;
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if (animation_.pulse_active) {
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animation_.pulse_phase += 2.0F * Constants::PI * animation_.pulse_frequency * delta_time;
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animation_.pulse_time_remaining -= delta_time;
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if (animation_.pulse_time_remaining <= 0.0F) {
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animation_.pulse_active = false;
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}
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return;
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}
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if (randFloat01() < cfg.trigger_prob_per_second * delta_time) {
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animation_.pulse_active = true;
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animation_.pulse_phase = 0.0F;
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animation_.pulse_frequency = randRange(cfg.frequency_min, cfg.frequency_max);
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animation_.pulse_amplitude = randRange(cfg.amplitude_min, cfg.amplitude_max);
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animation_.pulse_time_remaining = randRange(cfg.duration_min, cfg.duration_max);
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}
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}
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void Enemy::updateRotationAcceleration(float delta_time) {
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const auto& cfg = config_->animation.rotation_accel;
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if (animation_.rotation_delta_t < 1.0F) {
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animation_.rotation_delta_t += delta_time / animation_.rotation_delta_duration;
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if (animation_.rotation_delta_t >= 1.0F) {
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animation_.rotation_delta_t = 1.0F;
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animation_.rotation_delta_base = animation_.rotation_delta_target;
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rotation_delta_ = animation_.rotation_delta_base;
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} else {
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const float T = animation_.rotation_delta_t;
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const float SMOOTH_T = T * T * (3.0F - (2.0F * T));
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const float INITIAL = animation_.rotation_delta_base;
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const float TARGET = animation_.rotation_delta_target;
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rotation_delta_ = INITIAL + ((TARGET - INITIAL) * SMOOTH_T);
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}
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return;
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}
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if (randFloat01() < cfg.trigger_prob_per_second * delta_time) {
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animation_.rotation_delta_t = 0.0F;
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const float MULTIPLIER = randRange(cfg.multiplier_min, cfg.multiplier_max);
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animation_.rotation_delta_target = animation_.rotation_delta_base * MULTIPLIER;
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animation_.rotation_delta_duration = randRange(cfg.duration_min, cfg.duration_max);
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}
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}
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auto Enemy::computeCurrentScale() const -> float {
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float scale = 1.0F;
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if (invulnerability_timer_ > 0.0F) {
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const float T_INV = invulnerability_timer_ / config_->spawn.invulnerability_duration;
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const float T = 1.0F - T_INV;
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const float SMOOTH_T = T * T * (3.0F - (2.0F * T));
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const float START = config_->spawn.invulnerability_scale_start;
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const float END = config_->spawn.invulnerability_scale_end;
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scale = START + ((END - START) * SMOOTH_T);
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} else if (animation_.pulse_active) {
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scale += animation_.pulse_amplitude * std::sin(animation_.pulse_phase);
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}
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return scale;
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}
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auto Enemy::getBaseVelocity() const -> float {
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return EnemyRegistry::get(type_).physics.speed;
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}
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auto Enemy::getBaseRotation() const -> float {
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return animation_.rotation_delta_base != 0.0F ? animation_.rotation_delta_base : rotation_delta_;
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}
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void Enemy::setTrackingStrength(float strength) {
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if (type_ == EnemyType::SQUARE) {
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ai_state_.tracking_strength = strength;
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}
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}
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auto Enemy::attemptSafeSpawn(const Vec2& ship_pos, float collision_radius, float safety_distance, float& out_x, float& out_y) -> bool {
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float min_x;
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float max_x;
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float min_y;
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float max_y;
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Constants::getSafePlayAreaBounds(collision_radius, min_x, max_x, min_y, max_y);
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const int RANGE_X = static_cast<int>(max_x - min_x);
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const int RANGE_Y = static_cast<int>(max_y - min_y);
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out_x = static_cast<float>((std::rand() % RANGE_X) + static_cast<int>(min_x));
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out_y = static_cast<float>((std::rand() % RANGE_Y) + static_cast<int>(min_y));
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const float DX = out_x - ship_pos.x;
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const float DY = out_y - ship_pos.y;
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const float DISTANCE = std::sqrt((DX * DX) + (DY * DY));
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return DISTANCE >= safety_distance;
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}
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